- // handle the values
- if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
- {
- if (nex_chargepool || use_nex_chargepool) {
- use_nex_chargepool = 1;
- ring_inner_value = nex_chargepool;
- } else {
- nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
- }
-
- ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
- // draw the outer ring to show the current charge of the weapon
- ring_value = nex_charge;
- ring_alpha = autocvar_crosshair_ring_nex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
- {
- ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
- ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }